RE: Augustine summer wine (Full Version)

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GreyJoy -> RE: Augustine summer wine (4/13/2013 11:05:17 PM)

August 8-9, 1943

We have retired Yamashiro and friends from Rabaul. Rabaul is doomed and there's no point in risking my fleet down there.
...The last transport TF had just left Rabaul when, on the 9th, Fletchers TFs swept Rabaul, sinking 3 AKEs and 1 PB... the very last ships that were ready to be moved out!
At the same time 200 P-47/Corsairs swept the base east of Rabaul, followed by 150 bombers, while 100 4Es bombed Gasmata. The allied CVs positioned 6 hexes east of Rabaul, trying to intercept my retreating TFs... we managed to escape! [:)]...just in time!!!!!

I'm almost ready to abbandon Rabaul completely. my 300 fighters there are ready to be moved out. 150 Tojos will be moved to Hollandia area, while the IJN fighters will be moved to Truk and Ponape.

NZ Paras took Feni Island, just 2 hexes south of Rabaul... it's really hard to abbandon all those troops... nearly 300,000 men and endless equipments will be left behind.... but i have no choice. Won't do the same mistake Tojo made in RL. I won't fight into allies' strenghts!

J2M3 is finally in production. 80 of them monthly. Feels good!

In Burma Brad is testing my outer perimeter, with many bombardment missions. But i think he's retiring most of his troops. Many units have been moved back far away from my eyes... I'm doing the same.
The 5th Division is getting to Mergui, in Thailand. Thailand's defences are getting stronger every day. I'm already planning a general evacuation from Burma by early 1944




GreyJoy -> RE: Augustine summer wine (4/14/2013 9:38:24 AM)

August 10, 1943

The allies came for Hollandia. 25 P-38s escorted some 70 4Es from Mereuake. We had some 30 KI-44a s over there that did tangle pretty well with the P-38s, shooting down 11 of them, but the bombers did get through, shutting down Hollandia AF...this is unfortunate, cause i was ready to move there 100+ KI-44c s there.... now i need to consolidate my positions around Hollandia, no matter the cost!
I'm planning to use the KB, if necessary, to keep Hollandia skies clear for the next weeks...

Rabaul is abbandoned. Tomorrow will be the last day of air operations, then, i'll have to abbandon some 300,000 troops beyond the enemy lines (basically everything south of Manus.... so sad, but, as i just explained to my girlfriend (who woke up and gently tried to ask "how's the game"), tactical necessities not always fit with strategical needs. If the sacrifice of 300K men is needed to estabilish a new perimeter, well, so be it. War is not a place for gentle-hearted dudes.

Everything seems quiet elsewhere, with the Combined Fleet licking its recent wounds. Kaga is finally operative again, after 3 months of repair yards and upgrades (you'll remember that she took a torp during the operations for the reconquest of Mou (near Lautem) few months back and she bravely remained online untill the offensive was over, then she went back to Tokyo for repairs and upgrades.
Kaga is moving back to Guam, along with a modern CL and 13 upgraded Kagero Class DDs.
Mutsu is in the yard at Yokohama...will remain there for at least 4 months[:(].





Chickenboy -> RE: Augustine summer wine (4/14/2013 1:11:01 PM)

300,000 guys seem like a lot to abandon to vegetable farming in Rabaul's volcanic soil, GreyJoy. I know it (abandoning them) was done IRL, but could you evacuate by H6KL to the Marianas and start a slow drain to there?




Encircled -> RE: Augustine summer wine (4/14/2013 1:45:07 PM)

What the chickenboy says

As you are the Japanese, can't you start marching selected units to attack allied positions to wipe themselves out?




JohnDillworth -> RE: Augustine summer wine (4/14/2013 1:48:54 PM)

I wonder if the Allies intended to take Rabaul or just isolate it? Have you seen any prep for Rabaul? Would have been a tough nut either way but now a direct assault is impossible. Allies just don't have the lift capacity.




JocMeister -> RE: Augustine summer wine (4/14/2013 1:49:20 PM)

I was just about to say the same. Erik has airlifted out an amazing number of troops. With the game working like it does its almost impossible to stop. Even with an amazing number of planes on LRCAP I only shoot down a few planes each time. Sometimes none.

I´m not very pleased with how easy it is. But it is what is.




GreyJoy -> RE: Augustine summer wine (4/14/2013 2:33:00 PM)


quote:

ORIGINAL: Chickenboy

300,000 guys seem like a lot to abandon to vegetable farming in Rabaul's volcanic soil, GreyJoy. I know it (abandoning them) was done IRL, but could you evacuate by H6KL to the Marianas and start a slow drain to there?



300,000 men not only at Rabaul eh!? 300K are spread all over the isolated bases of PM, Milne, Buna, Rossell Is., Rennell Is., Russell Is., Munda, Shortland, Buka, Gasmata, Arawe, Lae, Kavieng, Manus etc....

I've already evacuated the most valuable units. Air HQs, Army HQs, naval base forces, some heavy AA units etc. The real loss is the 21st Division which defended Bouganville and which is left there with no chances to airlift it out. Oh well, we'll do without.
I know it's a lot of troops. Especially a lot of SNLF units... I'll try to move out what i can, but in mid 1943 the Japs only have 54 H6KLs...not more... so you have to make a choice.

Rabaul? Yes, he can conquer it if he wants. It will take him some time but he can. If i was him i'd simply bypass it and go for Kavieng and Manus...much more easy.

Truk is full of troops now. 25K men out of 25K...I have moved there an air HQ and several AA units. The plan is to make it a tough nut to crack for his 4Es once they have conquered Kavieng. As long as Truk remains strong, the threat on his flank will be high.





JohnDillworth -> RE: Augustine summer wine (4/14/2013 2:43:24 PM)

I think you are wise to let them go. I think you get million of barges so you could probably move a bunch of troops to an easier pick up point but you will end up giving the allies lots of anti-ship practice and experience points. This is definitely tracking RL in that the Allies have created a giant POW camp.




GreyJoy -> RE: Augustine summer wine (4/14/2013 10:26:36 PM)


quote:

ORIGINAL: JohnDillworth

I think you are wise to let them go. I think you get million of barges so you could probably move a bunch of troops to an easier pick up point but you will end up giving the allies lots of anti-ship practice and experience points. This is definitely tracking RL in that the Allies have created a giant POW camp.



Hi John,

I think, strategically, the risks and efforts implied to try to rescue some of those troops aren't counterbalanced by their value.
Against the late allied divisions, the SNLF units are dead meat and so are my IJA units without their heavy equipment and with their low morale.

No, with stacking limits, what i need is a good bunch of specialized, well dug in, fully supported troops.

Let's see. I'm quite curious about what i can do on the defence in North NG.

Hollandia area will basically have the role of slowing allied advance, while Biak area will be my real bastion. I'm planning to have there 3 full divisions, divided into 3 bases, along with an Army HQ, an Air HQ and lot of AA and Engineers. Would also like to send there a couple of heavy artillery units from Manchuria. Let's see if Brad will give me the time needed to do that.
In the meanwhile, Mariannas are getting built up.

Till now Brad hasn't used his 4Es extensively...and never risking them beyond the P-38s range, but soon, if he wants to start hurting me, he'll have to try something...and i'm getting ready for it.

Guam and Saipan are really growing fast. Truk is already built up to his max and so it's Biak. Babeldoleap and Pelieu are recieving some base forces




ny59giants -> RE: Augustine summer wine (4/14/2013 11:42:06 PM)

Naval HQs - You might want to keep some at your main bases (large Command HQ type), but consider using the smaller (90 Naval Support) in multiple fragments at various bases to speed up loading and unloading of supplies and troops. You don't have as much NS as the Allies, so break them down by using transport aircraft and/or small capacity xAKLs at some of the bases you are trying to develop.




princep01 -> RE: Augustine summer wine (4/15/2013 12:15:03 AM)

Dear Boy Greyjoy.  A suggestion from your former tomentor.

Given the dastardly Allied losses among APA/AKA, I rather expect that he will spend most of his time consolidating things in the Solomons over the next 30 days+.  Oh yes, he may land elsewhere with the older style ships, but frankly, I rather doubt it.  As a result, now would be a favorable time to send KB in for refitting, upgrading, copious sake consumption and numerous visits to the geishas. 

To be further frank, this may be the last time KB has a chance to rest and so forth.  A trip to the home islands to rest and repair should be an immediate priority while the enemy rebuilds his invasion potential.  If you can avoid the sub nuisance, you may even slip away without the Allies  being aware of the absence.

Good luck.  You are playing a masterful game and are teaching me many new tricks.

Bolten





GreyJoy -> RE: Augustine summer wine (4/15/2013 8:12:22 AM)


quote:

ORIGINAL: ny59giants

Naval HQs - You might want to keep some at your main bases (large Command HQ type), but consider using the smaller (90 Naval Support) in multiple fragments at various bases to speed up loading and unloading of supplies and troops. You don't have as much NS as the Allies, so break them down by using transport aircraft and/or small capacity xAKLs at some of the bases you are trying to develop.



AFAIK, Micheal, in DBB mods Naval Support DO NOT help unloading/loading process. For those tasks what you need are the shipping engineer squads.
Naval Support do help in repairing ships and rearming. Nothing else AFAIK.





GreyJoy -> RE: Augustine summer wine (4/15/2013 8:27:04 AM)


quote:

ORIGINAL: princep01

Dear Boy Greyjoy.  A suggestion from your former tomentor.

Given the dastardly Allied losses among APA/AKA, I rather expect that he will spend most of his time consolidating things in the Solomons over the next 30 days+.  Oh yes, he may land elsewhere with the older style ships, but frankly, I rather doubt it.  As a result, now would be a favorable time to send KB in for refitting, upgrading, copious sake consumption and numerous visits to the geishas. 

To be further frank, this may be the last time KB has a chance to rest and so forth.  A trip to the home islands to rest and repair should be an immediate priority while the enemy rebuilds his invasion potential.  If you can avoid the sub nuisance, you may even slip away without the Allies  being aware of the absence.

Good luck.  You are playing a masterful game and are teaching me many new tricks.

Bolten





Dear Master,

you are so right. This is the right time to send the 4 CVs that still need to get their 4/43 upgrades. I'm keeping, however, a credible CV force in action. 2 fast BBs, 5 CVs and 4 CVLs, along with Kaga who's getting back to the central pacific as we speak.

As far as i can tell he's moving his CVs back to the DEI. I've spotted a BB moving near Horn Island, so i guess his whole CV force is getting there.
My CVs will now cover a reinforcing operation of Hollandia and then will move to Sorong back again... I now foresee a new landing at Saumlaki, supported by the whole allied CV fleet... will be another bloodbath me guess[:'(]




GreyJoy -> RE: Augustine summer wine (4/15/2013 8:29:54 AM)

All my CVs are now equipped with Jills and the 3rd version of the Judy...so a 8 hexes shot may be worth an attempt... i can easily put togheder a force of 1000 LBA in the southern DEI... these guys, packed up with the CVs' strenght, can still deliver some hot blows to the allied fleet




veji1 -> RE: Augustine summer wine (4/15/2013 10:34:41 AM)


quote:

ORIGINAL: GreyJoy

Dear Master,

you are so right. This is the right time to send the 4 CVs that still need to get their 4/43 upgrades. I'm keeping, however, a credible CV force in action. 2 fast BBs, 5 CVs and 4 CVLs, along with Kaga who's getting back to the central pacific as we speak.

As far as i can tell he's moving his CVs back to the DEI. I've spotted a BB moving near Horn Island, so i guess his whole CV force is getting there.
My CVs will now cover a reinforcing operation of Hollandia and then will move to Sorong back again... I now foresee a new landing at Saumlaki, supported by the whole allied CV fleet... will be another bloodbath me guess[:'(]


Interesting. my experience is that timing is the key and that ideally you want to send lots of sacrificial lamb on the first day and then strike as hard as you can on the second.. Hard to time it correctly, but you don't want to impale your best pilots on his untired first day CAP... Good luck.




GreyJoy -> RE: Augustine summer wine (4/15/2013 11:08:05 AM)


quote:

ORIGINAL: veji1


quote:

ORIGINAL: GreyJoy

Dear Master,

you are so right. This is the right time to send the 4 CVs that still need to get their 4/43 upgrades. I'm keeping, however, a credible CV force in action. 2 fast BBs, 5 CVs and 4 CVLs, along with Kaga who's getting back to the central pacific as we speak.

As far as i can tell he's moving his CVs back to the DEI. I've spotted a BB moving near Horn Island, so i guess his whole CV force is getting there.
My CVs will now cover a reinforcing operation of Hollandia and then will move to Sorong back again... I now foresee a new landing at Saumlaki, supported by the whole allied CV fleet... will be another bloodbath me guess[:'(]


Interesting. my experience is that timing is the key and that ideally you want to send lots of sacrificial lamb on the first day and then strike as hard as you can on the second.. Hard to time it correctly, but you don't want to impale your best pilots on his untired first day CAP... Good luck.



Je le sais, mon amis[:)]. Problem is that Brad usually never stays more than a night when he invades and he always LRCAP his amphib TFs with lots of planes. So it's not an easy choice to make.
Now i need to keep Molu shut as long as i can (just bombed it again 2 turns ago with 3 BBs), but i know that he will soon start bombing my AFs at Lautem and Dili. more tahn 400 bombers and 500 fighters are assembling between Darwin and bathrust Island, so i see the storm coming. Once those AFs are out of the equation, i will only have Ambon and Boela in range...and those AFs are quite little (6 and 7 AF level). The KB will be needed... problem is timing, as you know.
I'm already moving a flottilla of 10 subs at Ambon, in order to join the 11 subs already present in the area.
At Kendari i have 4 BBs (Yamato with them), 4 CAs and some 6 CLs, along with 25 DDs.
Sacrifical lambs you say... well, the main problem with those lambs is coordination. With the halved aviation support in this MOD + the reduced coordination of the latest betas, the sacrifical lambs might end up in just giving free kills and experience to the enemy fighters...i've already experienced that at Rabaul last month... 500 planes lost in a single day for no gain at all...all arriving at dribs and drabs because of the lack of coordination.





GreyJoy -> RE: Augustine summer wine (4/15/2013 11:28:59 AM)

One more note.

The first group of 27 J2M3 is ready at Truk. I think i'll devote the defence of Truk to this model. From some sandbox tests it seems to be the best plane to deal with the long range P-38s sweeps i'm expecting from Kavieng and, at the same time, it has enough firepower to deal with 4Es.
It climbs faster than a George and it has a SR of 2, which makes him the best possible asset in the pacific.
Think the final CAP defence of Truk will be composed of 54 J2M3s and 42 KI-44c (speed, climb rate and firepower), while some 80 Zero/Oscars will only be used for escort duties.



[image]local://upfiles/37890/A31FB6E5F2DB43858999E4AE29EC5CD7.jpg[/image]




obvert -> RE: Augustine summer wine (4/15/2013 12:10:49 PM)

The fort there has very good DP guns for air defense as well. It will be expensive if he tries to bomb Truk at long range.




JohnDillworth -> RE: Augustine summer wine (4/15/2013 2:02:57 PM)

quote:

All my CVs are now equipped with Jills and the 3rd version of the Judy...so a 8 hexes shot may be worth an attempt..

Pick your fights. The IJN pilot pools have been know to run out. You can't keep throwing 500 pilots a month at each invasion. You have LBA and surface assets in the DEI. Your CA's are intact but his BB strengths is growing. I'm sure you are buying as much time as you can with LBA and ground assets.

BTW, you fighter defense for Truk sound excellent. The Allies don't have unlimited 4EB's at this time and it's a constant struggle to keep up the number of quality trained pilots. Truk is at extreame range from Rubaul for 4EB's and escorts from north of there will still be working with drop tanks. He will take lots of Ops loses even if he takes Rubaul sO idon't think he can really suppress Truk for any length of time




witpqs -> RE: Augustine summer wine (4/15/2013 2:55:33 PM)


quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: ny59giants

Naval HQs - You might want to keep some at your main bases (large Command HQ type), but consider using the smaller (90 Naval Support) in multiple fragments at various bases to speed up loading and unloading of supplies and troops. You don't have as much NS as the Allies, so break them down by using transport aircraft and/or small capacity xAKLs at some of the bases you are trying to develop.



AFAIK, Micheal, in DBB mods Naval Support DO NOT help unloading/loading process. For those tasks what you need are the shipping engineer squads.
Naval Support do help in repairing ships and rearming. Nothing else AFAIK.


At one point I had gained that impression too. but it was pointed out that I was mistaken. And seeing the results I do concur that Naval Support does help loading/unloading.

I think the point of the Shore Party function (regardless of what such squads are called or whatever other functions they are capable of, on the base display you see them beside Naval Support as in "Naval Support 24 + 12 Shore Part") is that squads with Shore Party ability can perform help with loading/unloading but not with any other Naval Support function (ship repair, etc.).




GreyJoy -> RE: Augustine summer wine (4/15/2013 3:24:40 PM)


quote:

ORIGINAL: obvert

The fort there has very good DP guns for air defense as well. It will be expensive if he tries to bomb Truk at long range.



Never noticed that Erik, Thanks! However i've placed at Truk 3 good AA units (in DBB mod the japanese AA OOB is very different): a regiment with 8cm guns, a machine cannon battallion (with 20mm automatic flak guns) and an heavy company with 4 pieces of 10,4 cm AA guns.
....just to be sure




GreyJoy -> RE: Augustine summer wine (4/15/2013 3:26:28 PM)


quote:

ORIGINAL: JohnDillworth

quote:

All my CVs are now equipped with Jills and the 3rd version of the Judy...so a 8 hexes shot may be worth an attempt..

Pick your fights. The IJN pilot pools have been know to run out. You can't keep throwing 500 pilots a month at each invasion. You have LBA and surface assets in the DEI. Your CA's are intact but his BB strengths is growing. I'm sure you are buying as much time as you can with LBA and ground assets.

BTW, you fighter defense for Truk sound excellent. The Allies don't have unlimited 4EB's at this time and it's a constant struggle to keep up the number of quality trained pilots. Truk is at extreame range from Rubaul for 4EB's and escorts from north of there will still be working with drop tanks. He will take lots of Ops loses even if he takes Rubaul sO idon't think he can really suppress Truk for any length of time


Problem is, John, that if i lose Saumlaki now, in 1944 i won't be able to hold them back in the DEI.
I need to hold Saumlaki and fight for it as best as i can. 500 pilots cannot be wasted, surely, but if 500 pilots means i can hold Saumlaki for some more months...well, i think it's worth a try




GreyJoy -> RE: Augustine summer wine (4/15/2013 3:26:48 PM)


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: ny59giants

Naval HQs - You might want to keep some at your main bases (large Command HQ type), but consider using the smaller (90 Naval Support) in multiple fragments at various bases to speed up loading and unloading of supplies and troops. You don't have as much NS as the Allies, so break them down by using transport aircraft and/or small capacity xAKLs at some of the bases you are trying to develop.



AFAIK, Micheal, in DBB mods Naval Support DO NOT help unloading/loading process. For those tasks what you need are the shipping engineer squads.
Naval Support do help in repairing ships and rearming. Nothing else AFAIK.


At one point I had gained that impression too. but it was pointed out that I was mistaken. And seeing the results I do concur that Naval Support does help loading/unloading.

I think the point of the Shore Party function (regardless of what such squads are called or whatever other functions they are capable of, on the base display you see them beside Naval Support as in "Naval Support 24 + 12 Shore Part") is that squads with Shore Party ability can perform help with loading/unloading but not with any other Naval Support function (ship repair, etc.).



Exactlty!




veji1 -> RE: Augustine summer wine (4/15/2013 4:44:22 PM)


quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: JohnDillworth

quote:

All my CVs are now equipped with Jills and the 3rd version of the Judy...so a 8 hexes shot may be worth an attempt..

Pick your fights. The IJN pilot pools have been know to run out. You can't keep throwing 500 pilots a month at each invasion. You have LBA and surface assets in the DEI. Your CA's are intact but his BB strengths is growing. I'm sure you are buying as much time as you can with LBA and ground assets.

BTW, you fighter defense for Truk sound excellent. The Allies don't have unlimited 4EB's at this time and it's a constant struggle to keep up the number of quality trained pilots. Truk is at extreame range from Rubaul for 4EB's and escorts from north of there will still be working with drop tanks. He will take lots of Ops loses even if he takes Rubaul sO idon't think he can really suppress Truk for any length of time


Problem is, John, that if i lose Saumlaki now, in 1944 i won't be able to hold them back in the DEI.
I need to hold Saumlaki and fight for it as best as i can. 500 pilots cannot be wasted, surely, but if 500 pilots means i can hold Saumlaki for some more months...well, i think it's worth a try


This is indeed the Key. you want to let him be stuck on one base as long as possible.. If you have to lose a pair of CVs and BBs to get him stuck till 1.1.44, I would personnally deem it a great trade... Once he gets a second base up and running in the DEI, it will get ugly real quick, in 6 months max most of your oil centers will come under heavy bombardment.




crsutton -> RE: Augustine summer wine (4/15/2013 5:00:03 PM)


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: ny59giants

Naval HQs - You might want to keep some at your main bases (large Command HQ type), but consider using the smaller (90 Naval Support) in multiple fragments at various bases to speed up loading and unloading of supplies and troops. You don't have as much NS as the Allies, so break them down by using transport aircraft and/or small capacity xAKLs at some of the bases you are trying to develop.



AFAIK, Micheal, in DBB mods Naval Support DO NOT help unloading/loading process. For those tasks what you need are the shipping engineer squads.
Naval Support do help in repairing ships and rearming. Nothing else AFAIK.


At one point I had gained that impression too. but it was pointed out that I was mistaken. And seeing the results I do concur that Naval Support does help loading/unloading.

I think the point of the Shore Party function (regardless of what such squads are called or whatever other functions they are capable of, on the base display you see them beside Naval Support as in "Naval Support 24 + 12 Shore Part") is that squads with Shore Party ability can perform help with loading/unloading but not with any other Naval Support function (ship repair, etc.).


Yes, the Allies start to get some large specialized units that have about 200 naval support in them but nothing else. Put them anywhere especially on an atoll or any other 0 level port and you will be amazed how fast ships will unload. It is a must that one of these units goes in with any invasion force.




GreyJoy -> RE: Augustine summer wine (4/15/2013 5:01:02 PM)


quote:

ORIGINAL: veji1


quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: JohnDillworth

quote:

All my CVs are now equipped with Jills and the 3rd version of the Judy...so a 8 hexes shot may be worth an attempt..

Pick your fights. The IJN pilot pools have been know to run out. You can't keep throwing 500 pilots a month at each invasion. You have LBA and surface assets in the DEI. Your CA's are intact but his BB strengths is growing. I'm sure you are buying as much time as you can with LBA and ground assets.

BTW, you fighter defense for Truk sound excellent. The Allies don't have unlimited 4EB's at this time and it's a constant struggle to keep up the number of quality trained pilots. Truk is at extreame range from Rubaul for 4EB's and escorts from north of there will still be working with drop tanks. He will take lots of Ops loses even if he takes Rubaul sO idon't think he can really suppress Truk for any length of time


Problem is, John, that if i lose Saumlaki now, in 1944 i won't be able to hold them back in the DEI.
I need to hold Saumlaki and fight for it as best as i can. 500 pilots cannot be wasted, surely, but if 500 pilots means i can hold Saumlaki for some more months...well, i think it's worth a try


This is indeed the Key. you want to let him be stuck on one base as long as possible.. If you have to lose a pair of CVs and BBs to get him stuck till 1.1.44, I would personnally deem it a great trade... Once he gets a second base up and running in the DEI, it will get ugly real quick, in 6 months max most of your oil centers will come under heavy bombardment.


I do agree, completely.
The Fleet is needed to keep the allies as far as possible from the HI and from the vital oil centers. Obviously i won't committ seppuku, but i also know how important is to keep him stuck there. Hopefully the lack of APAs will force him to use normal ships to land another invasion force at Saumlaki...so hopefully i may be able to inflict him some losses while unloading....




GreyJoy -> RE: Augustine summer wine (4/15/2013 5:02:20 PM)


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: ny59giants

Naval HQs - You might want to keep some at your main bases (large Command HQ type), but consider using the smaller (90 Naval Support) in multiple fragments at various bases to speed up loading and unloading of supplies and troops. You don't have as much NS as the Allies, so break them down by using transport aircraft and/or small capacity xAKLs at some of the bases you are trying to develop.



AFAIK, Micheal, in DBB mods Naval Support DO NOT help unloading/loading process. For those tasks what you need are the shipping engineer squads.
Naval Support do help in repairing ships and rearming. Nothing else AFAIK.


At one point I had gained that impression too. but it was pointed out that I was mistaken. And seeing the results I do concur that Naval Support does help loading/unloading.

I think the point of the Shore Party function (regardless of what such squads are called or whatever other functions they are capable of, on the base display you see them beside Naval Support as in "Naval Support 24 + 12 Shore Part") is that squads with Shore Party ability can perform help with loading/unloading but not with any other Naval Support function (ship repair, etc.).


Yes, the Allies start to get some large specialized units that have about 200 naval support in them but nothing else. Put them anywhere especially on an atoll or any other 0 level port and you will be amazed how fast ships will unload. It is a must that one of these units goes in with any invasion force.



That happens in stock. In DBB you need Shore Party squads, which are different from Nav Support Squads




witpqs -> RE: Augustine summer wine (4/15/2013 5:17:55 PM)

quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: GreyJoy


quote:

ORIGINAL: ny59giants

Naval HQs - You might want to keep some at your main bases (large Command HQ type), but consider using the smaller (90 Naval Support) in multiple fragments at various bases to speed up loading and unloading of supplies and troops. You don't have as much NS as the Allies, so break them down by using transport aircraft and/or small capacity xAKLs at some of the bases you are trying to develop.



AFAIK, Micheal, in DBB mods Naval Support DO NOT help unloading/loading process. For those tasks what you need are the shipping engineer squads.
Naval Support do help in repairing ships and rearming. Nothing else AFAIK.


At one point I had gained that impression too. but it was pointed out that I was mistaken. And seeing the results I do concur that Naval Support does help loading/unloading.

I think the point of the Shore Party function (regardless of what such squads are called or whatever other functions they are capable of, on the base display you see them beside Naval Support as in "Naval Support 24 + 12 Shore Part") is that squads with Shore Party ability can perform help with loading/unloading but not with any other Naval Support function (ship repair, etc.).


Yes, the Allies start to get some large specialized units that have about 200 naval support in them but nothing else. Put them anywhere especially on an atoll or any other 0 level port and you will be amazed how fast ships will unload. It is a must that one of these units goes in with any invasion force.



That happens in stock. In DBB you need Shore Party squads, which are different from Nav Support Squads

No. What I am saying is that Nav Support do indeed aid in loading and unloading.

Edit to add: Devices (squads) with Shore Party ability also help with loading and unloading, but do not have the other Nav Support abilities.




GreyJoy -> RE: Augustine summer wine (4/15/2013 5:19:54 PM)


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Naval HQs - You might want to keep some at your main bases (large Command HQ type), but consider using the smaller (90 Naval Support) in multiple fragments at various bases to speed up loading and unloading of supplies and troops. You don't have as much NS as the Allies, so break them down by using transport aircraft and/or small capacity xAKLs at some of the bases you are trying to develop.



AFAIK, Micheal, in DBB mods Naval Support DO NOT help unloading/loading process. For those tasks what you need are the shipping engineer squads.
Naval Support do help in repairing ships and rearming. Nothing else AFAIK.


At one point I had gained that impression too. but it was pointed out that I was mistaken. And seeing the results I do concur that Naval Support does help loading/unloading.

I think the point of the Shore Party function (regardless of what such squads are called or whatever other functions they are capable of, on the base display you see them beside Naval Support as in "Naval Support 24 + 12 Shore Part") is that squads with Shore Party ability can perform help with loading/unloading but not with any other Naval Support function (ship repair, etc.).


Yes, the Allies start to get some large specialized units that have about 200 naval support in them but nothing else. Put them anywhere especially on an atoll or any other 0 level port and you will be amazed how fast ships will unload. It is a must that one of these units goes in with any invasion force.



That happens in stock. In DBB you need Shore Party squads, which are different from Nav Support Squads

No. What I am saying is that Nav Support do indeed aid in loading and unloading.

Edit to add: Devices (squads) with Shore Party ability also help with loading and unloading, but do not have the other Nav Support abilities.



Oh really? I must have misunderstood the whole shore party function so... Thanks for the explanation mate!




GreyJoy -> RE: Augustine summer wine (4/15/2013 5:23:11 PM)

I'm foreseeing a new attempt to break my lines in Burma.

As you can see from the screenshot, the allies are creating 3 brand new vectors of advance. I stripped the whole Burma theatre with 3 Divisions in the last 6 months... i think now it's time to give up some ground somewhere...but where?



[image]local://upfiles/37890/BE406BE4162D4BD892CE1DE53D01A528.jpg[/image]




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